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Space Carrier Zero

Steer a carrier while auto-guns hold off a whole navy

by These Are Serious Games

Summary

You command a lone carrier through five acts of route choices, steering the bow while the guns fire on their own and an alarm meter escalates from fighters to intercept fleets. Card packs drop between runs to permanently raise your power, and twelve carrier types plus weapon evolutions and relics change how each run plays.

  • Five acts ending at an orbital shipyard, War Moon, Capital World
  • Twelve carrier types, ballistic, ordnance and energy weapon families
  • Jump drive takes 30 seconds to charge before moving on

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